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12 September, 2010

Platform specific features - poll results

Thanks for voting!

After 70 votes, these are the results. I was surprised a bit, before starting it I was more pessimistic about the average use of such things, but truth to be told I don't think the audience of this blog is totally unbiased too...

I don't think they require much comment, the relatively high numbers in 360 - other and ps3 - other probably say that the entries could have been better, I didn't receive any comments so if you did choose "other" and you want to specify what that meant, feel free to leave a comment on this post.

So here they are:

360 - tassellator - 11%
360 - shader memwrite - 12%
360 - v.shader texture fetch - 30%
360 - l2 cache -> GPU - 5%
360 - custom vfetch - 28%
360 - command buffer predication (other than MSAA) - 20%
360 - other - 21%
ps3 - texture as vertex stream fetch - 2%
ps3 - spu to spu cache communication - 8%
ps3 - spu rendering (i.e. depth/hi-z) - 10%
ps3 - halfs in shaders - 41%
ps3 - main/local memory bandwidth optimization - 27%
ps3 - spu to gpu fast path - 30%
ps3 - other - 24%
dx10 - api - 10%
dx10 - geometry shaders - 10%
dx10 - model 4 shaders - 15%
dx10.1 - features - 11%
dx10 - other - 4%
dx11 - api - 15%
dx11 - tassellator - 12%
dx11 - multithreading - 7%
dx11 - model 5 shaders - 11%
dx11 - other - 10%

my engine is console only - 21%
none - 24%

5 comments:

Anonymous said...

What was the poll question?

DEADC0DE said...

"What platform specific features does your engine/game implement"

Anonymous said...

yes, how to intepret these values ranging from -100 to 100% (?) ?

DEADC0DE said...

I don't understand your question.

dlyr said...

There is no minus (but a - before the result). And if one implement everything, he can answer yes to all the question.
(I think that is the question ;)